This study attempts to identify the typological-research domain of the extant literature on video games related to college-age samples (18-29 years-of-age). A content analysis of 264 articles, from PsycINFO for these identifiers, was performed. Findings showed that negative or pathological aspects of video gaming, i.e., violence potential,…

Prevalence statistics indicate that consumption of Energy drinks (EDs), often in combination with alcohol, is quite popular in the younger generation and particularly with college students. As literature on this topic is advancing at a rapid pace, it seemed instructive to examine which topics are emphasized in emerging EDs research. To that end, a…